Staredit Network > Forums > SC2 Assistance > Topic: Modifying Feedback
Modifying Feedback
Sep 1 2010, 3:10 pm
By: ImagoDeo  

Sep 1 2010, 3:10 pm ImagoDeo Post #1



I want to make an attack for a unit that uses the Feedback graphics but is actually a weapon instead of a spell. How would I go about doing this? Or what would be the easiest way to do it?

To clarify, the unit in question uses the high templar graphics. Thus, the Feedback Launch actor would be somehow copied and used for the unit's attacking graphics. I'm kind of at a loss. =/



None.

Sep 1 2010, 4:04 pm Biophysicist Post #2



You'd need to define a weapon that calls Feedback (Set) as its effect and give it to the Templar. The Feedback (Launch) actor seems to be called whenever the Feedback damage effect is called, so I think that would be it. You may want to modify the Templar actor and display its feedback animation when it attacks.



None.

Sep 1 2010, 6:58 pm ImagoDeo Post #3



Thanks, this helps. There are one or two difficulties, though. I also want to remove the energy dependency and just have the attack do a set amount of damage. Is there a way to do that?



None.

Sep 1 2010, 11:04 pm payne Post #4

:payne:

Search for the "Feedback" effect, and look for "Cost" or "Modification" in the fields. From there, you should be able to remove energy dependency.
I'm too lazy to open the editor to precise a bit more. Sorry. :P



None.

Sep 2 2010, 1:17 am Temp Post #5



We really need a video tutorial posted somewhere around here on how to use actors/what they are for. You could just edit the feedback launch actor and add an event for your attack (assuming it is an ability). If it is an attack you should use it in your attack actor.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
Please log in to shout.


Members Online: O)FaRTy1billion[MM], lil-Inferno, Symmetry